Yeah, UE’s lightmapping handles each mesh as a totally separate case IIRC, so if you still have “inside” sides on lots of smaller, separate meshes, the “total darkness” they’re in has a huge effect on the connecting polygons.
Yeah, UE’s lightmapping handles each mesh as a totally separate case IIRC, so if you still have “inside” sides on lots of smaller, separate meshes, the “total darkness” they’re in has a huge effect on the connecting polygons.